• 제목/요약/키워드: technology-based education

검색결과 5,023건 처리시간 0.031초

The Changes of Self-efficacy Beliefs of Pre-service Teachers for Technology Integration through Programming-based TPACK Educational Program

  • Kim, Seong-Won;Lee, Youngjun
    • 한국컴퓨터정보학회논문지
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    • 제24권4호
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    • pp.185-193
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    • 2019
  • In this paper, we propose the effects of programming-based TPACK educational program on the pre-service teacher's self-efficacy beliefs for technology integration. For this study, pre-service teachers who received programming education and TPACK education based on ICT were set as control group and pre-service teachers who received programming-based TPACK education as experimental group. In order to observe the change, the pre-service teachers conducted the test tool to measure the self-efficacy beliefs for technology integration before and after applying the educational program. As a result of the study, only the pre-service teachers who received the programming-based TPACK education showed significant improvement in the self-efficacy beliefs for technology integration. Furthermore, in the post-test, the experimental group showed a significantly higher difference than the control group. Through this study, it was concluded that programming-based TPACK educational program is effective in enhancing pre-service teacher's self-efficacy beliefs for technology integration.

ARD기반의 ICT체험 교육콘텐츠 효용성 개선 및 활성화 구현 (Achieving the improvement of efficiency and vitalization of ARD-based ICT experiential education contents)

  • 정희형;김경훈
    • 한국과학예술포럼
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    • 제19권
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    • pp.623-633
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    • 2015
  • Use of technology through utilization of ICT (Information Communication Technology) in field study area is rapidly increasing. Thus, when applying ICT to experiential education, apart from experiential education contents in simple form, the demand for new high quality contents is increasing considering change in education paradigm focusing on creativity. As a result, high quality interactive experiential education content for developing self-directed future talents is required. As a result of this, the development of ARD-based ICT experiential education content system that enhances learning effect of students by integrating ARD-based (Augmented Reality Display) ICT and experiential education to promote existence and immersion is being tested. This paper aims to improve efficacy and achieve vitalization through case analysis of AR-based ICT experiential education content. As a result of case analysis, the composition of content for improving education content included 1) constant securing and strengthening of experiential education content, 2) necessity for development of participating education content by diverse age groups, 3) development of differentiated ICT experiential education content, and 4) securing professional manpower and development of content in connection with education process. Therefore, with the efficacy of ARD-based ICT experiential education content, this study can first, enhance bond between students, second, enable self-directed learning, third, increase practical understanding in contents that were difficult to control by textbook contents, and fourth, increase interest and immersion in learning. Therefore, the contents on new converging technology that can maximize the development of constant content and cooperation between ICT technology and pedagogy for educating creativity and autonomy of ICT experiential education content.

혼합현실 기반 방사선 안전교육 시뮬레이터 플랫폼 개발 : 의료분야 중심으로 (Mixed Reality Based Radiation Safety Education Simulator Platform Development : Focused on Medical Field)

  • 박형후;심재구;권순무
    • 대한방사선기술학회지:방사선기술과학
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    • 제44권2호
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    • pp.123-131
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    • 2021
  • In this study, safety education contents for medical radiation workers were produced based on Mixed Reality(MR). Currently, safety training for radiation workers is based on theory. This is insufficient in terms of worker satisfaction and efficiency. To address this, we created ICT(Information and Communication Technologies)-based MR radiation worker safety education content. The expected effect of Mixed Reality worker safety education content is that education is possible without space and time constraints, realistic education is possible without on-site training, and interaction between images is possible through reality-based 3D images, enabling self-directed learning Is that. In addition, learning in a virtual space expressed through HMD(Head Mounted Display) is expected to make education more enjoyable and increase concentration, thereby increasing the efficiency of education. A quantitative evaluation was conducted by an accredited institution and a qualitative evaluation was performed on users, which received excellent evaluation. The MR safety education conducted in this study is expected to be of great help to the education of medical radiation workers, and is expected to develop into a new educational paradigm as online education in accordance with Corona 19 progresses.

Design Principles for Learning Environment based on STEAM Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • 제9권3호
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    • pp.55-61
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    • 2021
  • In this study, a learning environment based on STEAM theory was proposed to support and improve learners' activities and achievements for convergent design education. The learning environment design influence STEAM education with intentional design and schedule coordination, schools can create informal environments that are crucial to STEAM education. The physical surroundings of the learning space should be applied to teaching methods and learning activity, especially for STEAM-based education, physical space conditions should support the learner's design thinking and process. Furthermore, STEAM-based education environment should support a vast array of experiences that allow students to learn the context around ideas and skills. For spaces for learning environment based on STEAM, common design principles should be considered such as technology integration, safety and security, transparency, multipurpose space, and outdoor learning. Therefore, the learning environment based on STEAM needs flexible and mobile, connected, integrated, organized, flipped, and team-focused surroundings to support the learners understand, participate, cooperate, and accomplish the design process.

메타버스를 활용한 이공계 대학원생 팀 프로젝트 기반 교육 프로그램 개발 사례 연구 (A Study of Developing Graduate Student Team Project-based Learning Program in the Science and Technology Field Applying Metaverse Technology)

  • 전주희;김마리;김보경;강규리
    • 공학교육연구
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    • 제26권6호
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    • pp.19-29
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    • 2023
  • This study aims to develop and apply a metaverse-based instructional design model for the education in science and technology. It analyzed the concept and characteristics of metaverse, existing non-contact education models, and major teaching strategies systematically. Based on the prior researches, an instructional design model using metaverse is developed that presents metaverse-related teaching strategies and design principles for the before-, during-, and after-lesson phases. Then, this model was applied to a project-based learning program, conducted a perception survey on instructors and learners, and revised the metaverse instructional design model based on the results of the survey. In the Metaverse Instructional Design Model, before-lesson phase is a physical and psychological preparation stage for class participation, which includes familiarization with the Metaverse learning environment, formation of expectations for education, and self-directed pre-learning. During the lesson, to effectively deliver the lesson content, it is necessary to build confidence in the learning environment, promote learning participation, provide reference materials, perform team projects and provide feedback, digest learning content, and transfer learning content. The after-lesson phase provides strategies for ongoing interaction between learners and mentors. This study introduces a new instructional design model that utilizes metaverse and shows the potential of metaverse-based education in science and technology. It also has important implications in that it provides practical guidelines for the effective design and implementation of metaverse-based education.

Virtual Reality-Based Library User Education Program Development

  • Lim, Seong-Kwan
    • Journal of Information Science Theory and Practice
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    • 제9권4호
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    • pp.63-74
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    • 2021
  • Virtual Reality (VR) is one of the core components of the fourth industrial revolution as a technology that makes the virtual world feel as if it is real. VR is being used in various fields such as entertainment, advertisement, education, medical care, training, sports, and tourism, as well as providing contents for such things as games and videos. Libraries are already looking for ways to utilize VR from various angles, such as operating experiential programs. The purpose of this thesis is to develop and propose a VR-based library user education program. In order to achieve the purpose of the study, we analyzed previous studies from a theoretical perspective to find a way to construct a user education program, and also to derive possible implications based on examples of countries such as the United States and Korea that are already introducing and applying VR technology to library services. Therefore, the user education program proposed in this study can be used as a basic building block when many libraries want to develop VR-based programs in the future.

블록체인 기술에 의하여 강화된 학습자 중심의 대학 교양교육 체제 연구 (A Learner-Centered Approach for University Liberal Art Education Empowered Blockchain Technology)

  • 권선아;장지영
    • 한국IT서비스학회지
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    • 제20권6호
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    • pp.107-123
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    • 2021
  • Recently, there have been a number of researchers in the field of education who are actively exploring the educational applications of Blockchain technology, even though it is still in its infancy. Some researchers have been investigating its application in educational administration to issue academic credentials' or maintain student records with distributed ledger, which is the basis of Blockchain technology. Whereas, others have been examining its application in redesigning learning systems that are being used in various contexts, including online learning and lifelong education. In that vein, this paper aims to discuss a liberal arts education system which will be supported by Blockchain-based 'smart contracts'. At present, active efforts are being made to innovate liberal arts education in Korea, centered around government-funded university innovation projects and there have been reports of great achievements. However, if the Blockchain technology is applied to innovating the liberal arts education, we will innovate not only the liberal arts education but also university education as a whole. In this paper, there are suggestions on how to build a learner-centered educational environment where a liberal arts education system is supported by Blockchain-based smart contracts. First of all, the current innovation in liberal arts education and its limitations are discussed, followed by ways in which Blockchain-based smart contracts can reframe the liberal arts education system. Last but not least, the paper addresses implications of the Blockchain technology applications in liberal arts education, along with their future prospects.

Multi-channel analyzer based on a novel pulse fitting analysis method

  • Wang, Qingshan;Zhang, Xiongjie;Meng, Xiangting;Wang, Bao;Wang, Dongyang;Zhou, Pengfei;Wang, Renbo;Tang, Bin
    • Nuclear Engineering and Technology
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    • 제54권6호
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    • pp.2023-2030
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    • 2022
  • A novel pulse fitting analysis (PFA) method is presented for the acquisition of nuclear spectra. The charging process of the feedback capacitor in the resistive feedback charge-sensitive preamplifier is equivalent to the impulsive pulse, and its impulse response function (IRF) can be obtained by non-linear fitting of the falling edge of the nuclear pulse. The integral of the IRF excluding the baseline represents the energy deposition of the particles in the detector. In addition, since the non-linear fitting process in PFA method is difficult to achieve in the conventional architecture of spectroscopy system, a new multi-channel analyzer (MCA) based on Zynq SoC is proposed, which transmits all the data of nuclear pulses from the programmable logic (PL) to the processing system (PS) by high-speed AXI-Stream in order to implement PFA method with precision. The linearity of new MCA has been tested. The spectrum of 137Cs was obtained using LaBr3(Ce) scintillator detector, and was compared with commercial MCA by ORTEC. The results of tests indicate that the MCA based on PFA method has the same performance as the commercial MCA based on pulse height analysis (PHA) method and excellent linearity for γ-rays with different energies, which infers that PFA method is an effective and promising method for the acquisition of spectra. Furthermore, it provides a new solution for nuclear pulse processing algorithms involving regression and iterative processes.

Design Guidelines of Convergent Education Environment Based on Design Thinking through STEAM Theory

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.56-63
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    • 2023
  • I proposed the architectural guideline for educational environment based on design thinking approach to integrate and enhance learners' activities and achievements. The physical environment of design education learning space should be applied by teaching methods and learning activities, especially for STEAM-based convergent education, the architectural space conditions should support the design process based on design thinking. The learning environment conditions influence design education with physical design factors and learners' communication, and the flexible environment based on design thinking, which is crucial for design education. The 3 steps of design thinking experiences also allow students to learn the context of ideas, skills and outcomes. Therefore, I argued that the learning surrounding based on design thinking needs flexible and mobile, connected, integrated, organized, and team-focused environments to support learners' understanding, participation, and collaboration, and to achieve the design process based on research findings. For spaces for convergent learning environments based on design thinking, common design principles should be reviewed, such as coexistence with technology, safety and security, transparency and spatial extension, multi-purpose space and outdoor learning.

공학기반의 효과적인 기술사업화 교육시스템 구축 방안 (Alternative of Establishing an Effective Engineering-Based Technology Commercialization Education System)

  • 양영석;최종인
    • 한국산학기술학회논문지
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    • 제10권7호
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    • pp.1711-1717
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    • 2009
  • 본 논문은 공학교육과정에 기술사업화 교육이 본격적으로 도입되고 있는 최근 추세 하에 국내 공학교육 환경을 고려한 효과적인 기술사업화 교육시스템 모델을 제시하는데 그 목적이 있다. 특히 기존 논문에서 제시하고 있는 국내 기술사업화의 한계를 정리하고 이에대한 개선방안을 제시하는데 큰 의의가 있다. 이를 위해 첫째, 문헌연구를 통해 국내 공학교육 과정에서 전개되고 있는 기술사업화 교육의 주요 이슈들에 대해 진단하고 효과적인 기술사업화 교육시스템의 구축 방향을 분석하였다. 둘째, 문헌연구와 해외사례연구를 통해 공학교육과정에서 도입해야 하는 효과적인 기술사업화 교육시스템 모델을 정의하였다. 셋째, 국내 공학과정에 이미 도입된 기술사업화 교육시스템과 효과적인 기술사업화 교육 시스템 모델간의 비교연구를 통해 현재 국내 공학교육에서 이루어지고 있는 국내 기술사업화 교육시스템의 문제점을 진단하고 합리적인 개선방안을 제시하였다.